Ammo is coming: what are your expectations?


Pathfinder Online

51 to 68 of 68 << first < prev | 1 | 2 | next > last >>

So. Many. Posts.

My pricing guide currently has Yew Sapplings at 10c apiece and +0 T1 arrows at 1.33c per. So not toooo bad.

By the time ammo goes in, hopefully most of the big arrow consumers in the game will be using T2 bows with T2 arrows, which will help keep the pressure on Yew down. T2 arrows only require Maple Logs.

Goblin Squad Member

4 people marked this as a favorite.

I strongly hope that NPC archers and casters will have the same restrictions (need ammo) and drop their items upon death.

Silver Crusade Goblin Squad Member

Nightdrifter wrote:
KarlBob wrote:
Gol Guurzak wrote:
<Kabal> Kradlum wrote:
So how does that work for people in light armour or robes?
Unbreakable 4 is 8 hours of XP.
I'm not liking this answer very much. The question is "What about people in lighter armor?" Your answer is "It doesn't take long to learn to use heavy armor." There have to be some valid reasons to use the lighter armors, and valid ways to survive using them, or GW might as well not have wasted time creating them.
There's also the issue of arcane attack penalties and lower effect power with arcane attacks when using heavy armor. Those aren't yet implemented, but they make the Unbreakable idea less viable. Also, the loss of dedication bonuses.

what are these exactly? ... first I've heard of em

Sovereign Court Goblin Squad Member

coach wrote:
Nightdrifter wrote:
KarlBob wrote:
Gol Guurzak wrote:
<Kabal> Kradlum wrote:
So how does that work for people in light armour or robes?
Unbreakable 4 is 8 hours of XP.
I'm not liking this answer very much. The question is "What about people in lighter armor?" Your answer is "It doesn't take long to learn to use heavy armor." There have to be some valid reasons to use the lighter armors, and valid ways to survive using them, or GW might as well not have wasted time creating them.
There's also the issue of arcane attack penalties and lower effect power with arcane attacks when using heavy armor. Those aren't yet implemented, but they make the Unbreakable idea less viable. Also, the loss of dedication bonuses.
what are these exactly? ... first I've heard of em

They're not in yet, so we don't know specifics. But the basic idea is that if all of your slotted abilities are from the same role (class) then you get a bonus of some form. It's to prevent dipping in other roles to make characters that are more powerful than single role characters.

Silver Crusade Goblin Squad Member

Nightdrifter wrote:
coach wrote:
Nightdrifter wrote:
KarlBob wrote:
Gol Guurzak wrote:
<Kabal> Kradlum wrote:
So how does that work for people in light armour or robes?
Unbreakable 4 is 8 hours of XP.
I'm not liking this answer very much. The question is "What about people in lighter armor?" Your answer is "It doesn't take long to learn to use heavy armor." There have to be some valid reasons to use the lighter armors, and valid ways to survive using them, or GW might as well not have wasted time creating them.
There's also the issue of arcane attack penalties and lower effect power with arcane attacks when using heavy armor. Those aren't yet implemented, but they make the Unbreakable idea less viable. Also, the loss of dedication bonuses.
what are these exactly? ... first I've heard of em
They're not in yet, so we don't know specifics. But the basic idea is that if all of your slotted abilities are from the same role (class) then you get a bonus of some form. It's to prevent dipping in other roles to make characters that are more powerful than single role characters.

ok whew!!

as long as the dedication is in the slotting of non-dedicated and not in the XP purchasing of non-dedicated

cause i dun broke that dedication long ago!

in PnP i only play single class types, but since Ranger, Druid, Pally not in yet I've just been trying to "create" them using what we have

Scarab Sages Goblin Squad Member

Gol Guurzak wrote:
KarlBob wrote:
a wizard who runs low on casting ability (memorized spells/charges) and pulls out his trusty dagger is continuing a long and distinguished tradition.
That wizard taking a nice restful nap in a pool of his own blood is part of the same long and distinguished tradition.

Very true.

Scarab Sages Goblin Squad Member

Coach - Yes, the dedication bonus will look at what you have slotted at that moment, not what you've trained since you started playing.


1 person marked this as a favorite.
Quijenoth wrote:

Crafters are the ones who need to unite and say NO to the ludicrous prices people think they can get from the raw mats.

Raw mats should be 1-10cp only and maybe 50% more if your paying for them after refining.

Honestly, I don't think the crafters need to do anything. Once more people are gathering and the auction houses become more usable, prices will naturally come down from free market competition.

Another issue is trust in the currency. Once people start making more goods and services available for gold, people will be more willing to sell their materials for gold. Right now, uncertainty of the usefulness of money (and the fear of hyper inflation) makes people weary of using it, thus they want more than the raw material is really worth in order to justify the risk.

Scarab Sages Goblin Squad Member

Having a coin sink (in the form of training costs) should also help to get the coin economy rolling.


Shiki Kokutou wrote:
Quijenoth wrote:

Crafters are the ones who need to unite and say NO to the ludicrous prices people think they can get from the raw mats.

Raw mats should be 1-10cp only and maybe 50% more if your paying for them after refining.

Honestly, I don't think the crafters need to do anything. Once more people are gathering and the auction houses become more usable, prices will naturally come down from free market competition.

Another issue is trust in the currency. Once people start making more goods and services available for gold, people will be more willing to sell their materials for gold. Right now, uncertainty of the usefulness of money (and the fear of hyper inflation) makes people weary of using it, thus they want more than the raw material is really worth in order to justify the risk.

Something else to note: I honestly don't think any of the dedicated crafting groups are actually using the Auction Houses to buy the majority of their materials. Despite making dozens of weapons and pieces of armor at this point none of my primary team that's working with me has spent any coin on materials. We've traded for the couple things that aren't conveniently nearby and gathered the rest ourselves.

More likely than not anything being sold on the Auction House is being bought up by solo players trying to make some items but unaware of where to find all the materials (or too far to reasonably get them) or some of the bigger groups just stockpiling whatever they can cause price doesn't matter as much to them.

People keep talking about getting the coin economy going but there are two major problems preventing it: Lack of asynchronous transaction options (ex: longer Auctions and contract system) and a way to transport larger amounts of goods. Fix those and I guarantee you will see a rise in coin being used because then it will be convenient to use. Making it a 'requirement' for training is probably not going help. More likely it will hurt as the coin will be leaving the system entirely instead of circulating. If training costs are too cheap it doesn't matter, if they are too expensive players hoard their coin and barter instead.

Goblin Squad Member

1 person marked this as a favorite.
Quijenoth wrote:
Crafters are the ones who need to unite and say NO to the ludicrous prices people think they can get from the raw mats.

Its not the price I "think" I can get. Its the price that people are willing to pay.

I started listing coal at 5c each and raised the price by 5c each time I sold a batch of 25.

I ended up at 25c before the sales slowed down, and even at that price, I can sell more than I am willing to part with.

You can theorize all you want, but the real value of something in copper is the price I can list it at on the Thornkeep AH, and know that it'll be sold in 24h or less.

Goblin Squad Member

Nightdrifter wrote:
Also, the loss of dedication bonuses.

Are dedication bonuses still in? Due to the poor implementation of the Rogue class I have been forced into taking 1 lvl of Fighter. I would hate to think I have lost a future bonus due to the state of the game in month 1.

[Edit - just saw the later explanations]

Goblin Squad Member

Yrme wrote:
KarlBob wrote:
Light armor: Dart in, do some serious damage (once rogue feature feats are fixed), dart back out before you get pummeled.
Yup. Let the medium or heavy armored guy go in first to get targeted, then the lights go in with their fancy cutthroat feat and supporting reactives. They evade back out if they get targeted. It's not rocket surgery.

Unfortunately, that is not how aggro currently works. I can be picking flowers 100 yards away from where my group is fighting and still get aggro.

Also, bolded that bit in the first quote, because that is one of the main points I want to make. No ammo until other features are working. Specifically (for me) Rogue features and slows/stuns etc...

Goblin Squad Member

Important change to Ammo: as per the next patch (EE4) you will produce 5x as much ammo with the same materials. Using ammo will not go in, in that patch, btw.

Stephen said so

After using the Mage Wand today, that uses skills with very short attacktimes, I agree with this very much. Also the shorter attacks like Halfdraw with the bow are now usable again.

Goblin Squad Member

1 person marked this as a favorite.

Good news everyone! (Well, rogues.)

The Short Term Roadmap does mention ammo is planned to be added in early 2015, it doesn't appear on the "Will Do" list, whereas "Rogue Role Feature Improvements" is on the Will Do list. Hopefully this means rogues are fixed before ammo comes in.

To me, fixing rogues means fixing the features, and making the maneuvers actually useful in PvE.

Goblin Squad Member

<Kabal> Kradlum wrote:

It depends what you mean by "perk up".

What's the cost of 100 +0 arrows going to be, given that they take 18 (reasonably common) raw materials to make?

Whatever the market will bear, and there will be buyers, either pvp'ers who seek the best T2 arrows available; or a crafting town that needs 20,000 T1 arrows to arm their escalation farmers while keeping their queues focused on bigger ticket items.

As always in PFO: we'll see when we'll see. (and then the Devs will see, and then changes will happen as warranted)

Goblin Squad Member

When it takes 16 minutes to craft 1 T2 arrow (base time), the market is going to need deep pockets.

Of course, higher skills and higher levels or crafting settlement will reduce that time, but not anything compared to the number of arrows likely to be used.

Goblin Squad Member

<Kabal> Kradlum wrote:
16 minutes to craft 1 T2 arrow

Reduced, per yesterday's dev post, to 3'20". I'm not convinced even that's fast enough but I'm willing to see how things play out before arguing further.

51 to 68 of 68 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Licensed Products / Digital Games / Pathfinder Online / Ammo is coming: what are your expectations? All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Online